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File: IMG_1177.png (32 KB, 640x400)
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This game has 100 thousand lines of code.
>>
>>109979194
let me guess, a significant portion of that is just code defining the bitmaps for the graphics
>>
>>109979202
No, because those are not code.
>>
>>109979194
so what?
>>
>>109979202
yeah, lel. and every procedure has a header comment of a least ten lines.
>>
>>109979194

the beauty of C++
>>
File: Clipboard_10-04-2026_01.jpg (114 KB, 720x1021)
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90's gamedev at its finest
>>
>>109979297
Yes, too bad you need 32GB of RAM and 8GB VRAM for the same game now. Slay sis!
>>
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>>109979307
90's gamedev greatest ally: ctrl+v

>muh 100kloc
>>
>>109979334
Yet it ran in 64Mb of RAM. Amazing.
>>
>>109979297
>>109979334
CS undergrads really believe copy and pasting code is bad
>>
>>109979297
Soul
>>
>>109979344
It's not even copy pasted the code is slightly different looping through 3 different arrays.
>>
>>109979340
>Yet it ran in 64Mb of RAM. Amazing.
I was running the win95 version of Red Alert 1 on 32mb RAM.
>>
>>109979373
please leave the code to the llm from now.
>>
>>109979297
Explain, rationally, why this is bad.
>>
>>109979403
not gonna educate you for free.
>>
>>109979407
>being this devoid of any thoughts
I wonder if you're like this for genetic reasons or if it's just image board brain rot getting terminal.
>>
File: rC5Gm1W3PQs.jpg (67 KB, 960x640)
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>>109979297
The dev forgot to say "no mistakes or retarded shit".
>>
>>109979297
>>109979334
Literally nothing wrong with this.
>>
>>109979403
1. you'll have to apply the same change to each block any time there's a change
2. it's easier to miss bugs the more code there is
3. a small helper function would be trivial to add

Honestly don't know why the fuck anyone would do it the way they did. Maybe you can explain
>>
I'm sure Uncle Bob would be proud of that code. Stupid classes for the tiniest things. Everything neatly atomized.
>>
>>109979403
DRY
>>
>>109979456
>1. you'll have to apply the same change to each block any time there's a change
Nah, at that point it would be easier to delete the whole section and implement it differently.

>2. it's easier to miss bugs the more code there is
It's effectively 3 lines of code.

>3. a small helper function would be trivial
What kind of retard makes a helper function for 3 lines of code that only make sense in one context? If anything, you'd put the constants inside arrays and do a loop.
>>
>>109979391
You sound like the kind of asshole that would rewrite this with lambdas (or if it's a C project, fucking macro loops because that's the only way to do that without casting around void * "closures" (I seriously hope you don't do this.))

It's very clear what they're doing. I wouldn't change it.
>>
>>109979488
>mindless rule following
Now that's the kind of answer I like to hear when I say "explain rationally". Sir, I'm firing the LLM and hiring you!
>>
>>109979507
it's not mindless
if you fuck up something in your ctrl+ving it will introduce a subtle bug
if you want to change something you will need to edit it in 10 different places
>>
>>109979514
>if you fuck up something in your ctrl+ving it will introduce a subtle bug
If you fuck something up in whatever alternative you propose, it will also introduce a bug. I don't see any real way to fuck this up if you know how to use an editor.
>>
>>109979220
Have you ever seen 100 thousand lines of code? It's a lot.
>>
>>109979307
I tried Trackmania 2020 recently. It needs 4GB for the actual game plus another 6GB for the two CEF based launchers (yes you need Steam to play it because Ubisoft can't figure out how to distribute things themselves.)

Effectively the same game written by (nominally) the same people ran on the Nintendo DS ten years ago with 4mb of RAM of a 14mb ROM cartridge.
>>
back then, most code bases in video gaming were written once by underpaid amateurs, rushed without much care to meet the deadlines, then threw away to never be looked at again. the worst of the worst. some devs deleted the source code purposefully so we will never know how bad it was.
>>
>>109979543
>back then, most code bases in video gaming were written once by underpaid amateurs
no they were written by professionals
>>
>>109979550
xDDDDDDDD k bro.

https://www.youtube.com/shorts/GbpJvU3Hdq8
>>
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>>109979568
fucking retard
>>
>>109979543
>threw away to never be looked at again
>deleted the source code purposefully so we will never know how bad it was.
This is the objectively correct way to code.

>muh reusability
>muh game engines
>muh design
Pure NPC thinking.
>>
>>109979403
Not for the time, strongest inlining/unrolled loop hint. A macro would still look cleaner.
>>
>>109979599
>C macro
>clean
>>
>>109979613
Did keyword "inline" exist at the time?
>>
>>109979194
...which went on to establish a critically acclaimed legacy loved by millions.
Your point?
>>
>>109979577
90's gamedev is filled with horror stories. the 100 hours club in game coding complete, for example. or the "kitchen dorm"
>>
>>109979685
the average 90s gamedev was more skilled in their craft than the average gamedev now
t. guy who was a gamedev in the 90s
>>
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>>
>>109979695

ok boomer. keep your bullshit for others. we all remember the meltdown and rage-quitting of 90's devs when multi threading became a thing in video gaming. we remember gabe newell lamenting about the ps3's cell microprocessor.
>>
>>109979730
>we all remember the meltdown and rage-quitting of 90's devs when multi threading became a thing in video gaming
you just made this up
>>
>>109979695
>the average 90s gamedev was more skilled in their craft than the average gamedev now
saaar you got filtered by unity

>>109979730
you show that madarchod. yes, we remember how the game dev all quit because they can't multithread
>>
>>109979745
I've never used Unity
>>
>>109979758
because it's too advance for you saaar, you can't into real game engine
>>
>>109979763
Because I knew how to write game engines before Unity even came out
>>
>>109979776
saar you could not have implement minecraft in the 90 because you didn't have engine with the multithread
>>
>>109979819
I think the original Minecraft wasn't multithreaded
>>
>>109979448
>>109979403
Did you not read-not-the-screenshot? Is line 884 good or is line eight eight four good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.

Did you not read-not-the-screenshot? is line 885 good or is line eight eight five good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.

Did you not read-not-the-screenshot? is line 886 good or is line eight eight six good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.

Did you not read-not-the-screenshot? is line 887 good or is line eight eight seven good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.

Did you not read-not-the-screenshot? is line 888 good or is line eight eight eight good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.

Did you not read-not-the-screenshot? is line 889 good or is line eight eight nine good? Then tell the team. read-not-the-screenshot is true for purposes of subsequent questions.
>>
>>109979893
>nothing resembling a rational reply
/g/ is just an infinite loop of lizard brain "programmers" trying to dunk on their superiors and failing.
>>
This is the game that got me most interested in programming when I was a youngin
>>
>>109979194
Let's see your game.



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